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Mister Strix Version 2


Amelia

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In Brief: Instead of becoming The Huntress, Helena Bertinelli becomes Spawn.

 

large.MisterStrix400px.jpg.f874f3502b11386bd4e42eeb710765ed.jpg

 

Character: Mister Strix

Power Level: 15 (Built as PL10)

Tradeoffs: None

Power Points: 247/250

 

 

ABILITIES 20PP

Strength: 30/14 (+10/+2), 40/14 Lifting (Heavy Load: 3 tons / 175 lbs.)

Dexterity: 30/14 (+10/+2)

Constitution: -

Intelligence: 18 (+4)

Wisdom: 16 (+3)

Charisma: 18 (+4)

 

 

COMBAT 32PP

Initiative: +22 (+10 Dex, +12 Improved Initiative)

Attack: +6, +10 Melee, +8 Claws/Fangs

Grapple: +22 (+10 Melee Attack, +10 Strength, +2 Super-Strength)

Defense: +10, +5 Flat-Footed

Knockback Resistance: 10

 

ATTACK

RANGE

SAVING THROW

EFFECT

Unarmed

Touch

DC25 Toughness (Staged)

Damage (Physical)

Blood Divination

Touch/Grapple

DC20 Will (Staged)

Mind Reading

and

Sickened/Nauseated/Incapacitated

Blood Drain

Touch/Grapple

DC20 Fortitude (Staged)

DC20 Will (Staged)

Drain Constitution

Sickened/Nauseated/Incapacitated

Claws/Fangs

Touch

DC27 Toughness (Staged)

Damage (Physical, Lethal)

Glimpse of The Abyss

Touch/Area (Visual Perception)

DC20 Reflex to avoid

DC20 Will (Staged)

Shaken/Frightened/Panicked

Hypnotic Eyes

Perception (Visual Sense-Dependent)

DC20 Reflex to avoid

DC20 Will

Mind Control

or

Transform (Memory Alteration)

Psychic Invisibility

Personal

DC20 Will

Total Concealment from all senses except Mental-type

 

 

SAVING THROWS 7PP

Toughness: +10 (Impervious)

Fortitude: -

Reflex: +10 (+10 Dex, +0PP)

Will: +10 (+3 Wis, +7PP)

 

 

SKILLS 111/112R = 28PP

Craft (Cooking) 1 (+5)

Handle Animal 0 (-)

Intimidation 16 (+20, +22 Deathly Aura)

Investigation 1 (+5)

Knowledge (Arcane Lore) 6 (+10)

Knowledge (Current Events) 1 (+5)

Knowledge (History) 6 (+10)

Knowledge (Life Sciences) 6 (+10)

Knowledge (Pop Culture) 1 (+5)

Knowledge (Streetwise) 11 (+15)

Knowledge (Theology & Philosophy) 6 (+10)

Languages 4 (English [Native], French, Italian, Latin, Spanish)

Medicine 7 (+10)

Notice 12 (+15)

Ride 0 (-)

Search 11 (+15)

Sense Motive 12 (+5)

Stealth 10 (+20)

 

 

FEATS 15PP

Attack Focus (Melee) 4

Benefit (Legally Deceased)

Equipment 1 (5EP)Veteran Reward

Hide In Plain Sight

Improved Initiative 3

Interpose

Skill Mastery (Intimidation, Notice, Sense Motive, Stealth)

Startle

Takedown Attack 2

Ultimate Save (Will)

 

EQUIPMENT 1PP = 5EP

 

Heavy-Duty Zip-Ties [1EP]

 

Stainless-Steel Casket (Masterwork) [2EP]

 

Abandoned House (PL12 Headquarters) [2EP]

A small two-story house on Ash Street in Bedlam City.

Size: Small [0EP]

Toughness: 5 [0EP]

Features: [2EP]

Concealed (There are no visible signs of habitation)

Sealed (All entrances are boarded up, and heavy debris blocks entry to the basement)

Notes:

He has no legal claim or ownership over the property.

The house stood abandoned for several years before he moved his casket into the basement.

The house is not fit for human habitation. It has been years since the house had any maintenance or active utilities.

All of the old plants on the lot died within days of him taking residence, and no new ones have grown since he arrived.

 

1 + 2 + 2 = 5EP

 

 

POWERS 157PP

Descriptors: Black Magic, Blood, Blood Magic, Darkness/Shadow, Death, Evil, Necromancy, Undead

 

Concealment 8 (All Auditory, Radio, and Visual type senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [8PP]

 

Enhanced Dexterity 16 (Drawbacks: Power Loss [Daylight]) [15PP]

 

Enhanced Strength 16 (Drawbacks: Power Loss [Daylight]) [15PP]

 

Features 3 (Deathly Aura, Touch does not leave prints, Wounds do not bleed) [3PP]

 

Immunity 30 (Fortitude effects) [30PP]

 

Impervious Toughness 10 (Flaws: Limited [Weaknesses inflict Penetrating damage]) [5PP] (Regeneration, Super-Toughness)

 

Leaping 3 (x10, Running Long Jump: 200ft, Drawbacks: Power Loss [Daylight]) [2PP] (Super-Strength)

 

Protection 10 [10PP] (Super-Toughness)

 

Regeneration 14 (Recovery 14 [+9, Recovers over time like a living creature], Feats: Regrowth) [15PP]

 

Regeneration 14 (Recovery Rate: Injured 6 [No rest], Disabled 8 [No rest], Flaws: Limited [Weaknesses inflict Incurable damage]) [7PP]

 

Regeneration 10 (Resurrection 10 [No rest], Flaws: Limited [Does not resurrect while decapitated or staked through the heart, and requires extra time and outside aid to resurrect from being completely burned or dissolved]) [5PP]

 

Speed 3 (50MPH / 500ft per Move Action, Drawbacks: Power Loss [Daylight]) [2PP] (Super-Speed)

 

Super-Movement 1 (Trackless) [2PP]

 

Super-Movement 1 (Wall-Crawling, Drawbacks: Power Loss [Daylight]) [1PP]

 

Super-Senses 9 (Acute Analytical Extended Tracking Smell/Taste, Darkvision, Extended Hearing, Extended Vision, Microscopic Vision, Drawbacks: Power Loss [Daylight]) [8PP]

 

Super-Strength 2 (Lifting Strength: 40, Heavy Load: 3 tons, Drawbacks: Power Loss [Daylight]) [3PP]

 

Vampiric Power 10 (20PP Array, Feats: Alternate Power 6) [26PP]

 

Base Power: [19PP]

Drain Constitution 10 (Extras: Linked [Nauseate], Flaws: Limited [Can only drain 1 rank per round], Requires Grapple, Feats: Insidious, Slow Fade 4 [1 hour], Subtle, Drawbacks: Power Loss [Daylight]) [9PP] (Blood Drain)

Nauseate 10 (Extras: Alternate Save [Will], Linked [Drain], Flaws: Requires Grapple) [10PP] (Euphoria)

 

Alternate Power: [17PP]

 

Mind Reading 10 (Extras: Action [Standard], Linked [Nauseate], Flaws: Duration [Instant, Lasting], Range 2 [Touch], Requires Grapple, Feats: Insidious, Subtle, Drawbacks: Power Loss [Daylight]) [4PP] (Blood Divination)

Nauseate 10 (Extras: Alternate Save [Will], Linked [Mind Reading], Flaws: Requires Grapple) [10PP] (Euphoria)

 

Super-Senses 4 (Postcognition, Extras: Simultaneous, Flaws: Source [Blood], Drawbacks: Power Loss [Daylight]) [3PP] (Blood Divination)

 

Alternate Power: [17PP]

 

Autofire Strength 10 (Drawbacks: Power Loss [Daylight]) [9PP] (Super-Speed)

 

Damage 2 (Extras: Autofire, Penetrating, Feats: Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor [Piercing and/or Slashing], Drawbacks: Inaccurate, Lethal, Power Loss [Daylight]) [8PP] (Claws/Fangs)

 

Alternate Power: [13PP]

 

Concealment 10 (All Non-Mental Senses, Flaws: Phantasm, Drawbacks: Power Loss [Daylight]) [9PP] (Hypnosis, Mind Control, Psychic Invisibility)

 

Emotion Control 10 (Extras: Area [Perception, Visual], Flaws: Limited [Fear], Range 2 [Touch], Drawbacks: Power Loss [Daylight]) [4PP] (Glimpse of The Abyss, Nightmare Face)

 

Alternate Power: [18PP] (Mist Form)

Flight 3 (50MPH / 500ft per Move Action, Extras: Linked [Immunity, Insubstantial], Feats: Subtle, Drawbacks: Power Loss [Daylight]) [6PP]

Immunity 2 (Critical Hits, Extras: Duration [Sustained], Linked [Flight, Insubstantial]) [2PP]

Insubstantial 2 (Gas, Extras: Linked [Flight, Immunity]) [10PP]

 

Alternate Power: [20PP] (Hypnotic Eyes, Psychic)

Mind Control 10 (Extras: Conscious, Duration [Sustained, Lasting], Mental, Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle, Drawbacks: Power Loss [Daylight]) [20PP]

 

Alternate Power: [20PP] (Hypnotic Eyes, Mind Control, Psychic)

Transform 10 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception], Flaws: Distracting, Sense-Dependent [Visual], Feats: Subtle, Drawbacks: Power Loss [Daylight]) [20PP]

 

 

DRAWBACKS -12PP

 

Vulnerability (Blessed/Celestial/Consecrated/Holy effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP]

 

Vulnerability (Fire effects, Frequency: Common, Intensity: Minor [+1 DC]) [-2PP]

 

Vulnerability (Silver effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP]

 

Weakness (Daylight, Time: 1/round, Frequency: Very Common, Intensity: Moderate [Cumulative -1 Drain on Toughness, Destroyed when Toughness reaches -6]) [-8PP]

 

 

Abilities (20) + Combat (32) + Saving Throws (7) + Skills (28) + Feats (15) + Powers (157) – Drawbacks (12) = 247/250 Power Points

Edited by Grumblefloof
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This is the current "endgame" build I'm working toward for Mister Strix.

 

I don't want to raise his effective Power Level above 10, because I want to keep Bedlam City as his main base of operations, but I'd like him to hit PL10, so he can be a big fish in that small pond.

 

I'm still debating what to do with those last few points:

 

Skills:

I was planning to have him rely on his powers (Search to find the clues, Super-Senses and Precognition to analyze them), but I could pick up Gather Information (with Well-Informed) and Investigation, and turn him into a more "traditional" detective.

I could bump his Notice, Search, and/or Sense Motive from +15 to +20.

Or I could give him even more semi-useless Knowledges for flavor than I already have.

 

Feats:

I was considering Accurate/All-Out/Power Attack, Elusive Target, Improved Pin, Move-By Action, and/or Stunning Attack. I haven't decided to what extent, if any, I want him to remain a relatively unskilled brawler.

 

Powers:

If I took an even more D&D approach to his undead physiology than I already do, then I could justify giving him 1/2 Immunity to Cold and Electrical damage.

I considered possibly extending the 1/2 Cold Immunity to all Cold-based effects, but since most of the non-Damage cold-themed powers would probably force Fortitude saves, and there's nothing about being undead that should make it harder to Snare or Trip him, I'm not sure how useful that would be.

I also thought about giving him 1/2 Immunity to Interaction skills, to represent super-senses, and to Mind Reading effects, to represent how awkward a place his mind could be for people who aren't used to having super-senses.

 

I'm also debating whether I want to keep his combat stats at 10 across the board, as a "Mario" / "Jack of All Stats" build, or if I want to turn him into more of a bruiser with a tradeoff in favor of Damage over Attack and Toughness over Defense. If I did that, it would be a small one, +/-2.

 

I'm still questioning the usefulness of pumping up his Recovery bonus with Regeneration. He's a Construct, so he doesn't take nonlethal damage. It gets converted to lethal. And Regeneration heals Injuries automatically, with no need for a recovery check. So the only conditions he'd need to roll Recovery for would be Disabled and Destroyed. And he can make that check once every round, without having to expend any actions on it. I wonder if it's really worth paying 9PP for the peace of mind that comes with avoiding the 50/50 chance each round of having to sit it out because I failed the DC10 Recovery check.

 

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